There is no shattered planet that you can reach (or i missed something).
The platform flies forever or until its destroyed.
Search found 139 matches
- Sat Nov 09, 2024 1:50 am
- Forum: Not a bug
- Topic: [2.0.16] Platform treats space route as arrived at shattered planet
- Replies: 3
- Views: 1148
- Tue Oct 29, 2024 4:49 pm
- Forum: Not a bug
- Topic: [2.0.12] Concrete produces iron ore in recycler
- Replies: 3
- Views: 387
Re: [2.0.12] Concrete produces iron ore in recycler
seems correct?
since concrete needs brick + water + iron ore
since concrete needs brick + water + iron ore
- Fri Oct 25, 2024 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] Stuck on vulcanus
- Replies: 3
- Views: 13790
Re: Stuck on vulcanus
@devs - maybe add some /kill-myself command? because respawning and reclaiming your dead body could be an easy solution. @OP: get yourself https://mods.factorio.com/mod/some-luaconsole and execute: game.player.teleport({0,0}) change coordinates if needed. you have to be admin, you wont lose achievem...
- Mon Oct 21, 2024 2:58 pm
- Forum: Resolved Problems and Bugs
- Topic: Resolved: Crash on starting: asks to disable space-age mod
- Replies: 3
- Views: 489
Re: Resolved: Crash on starting: asks to disable space-age mod
This happens when you load another broken mod.
For example, if you add https://mods.factorio.com/mod/some-npp (which i didnt have had the time to fix yet) factorio will try to disable "quality"
For example, if you add https://mods.factorio.com/mod/some-npp (which i didnt have had the time to fix yet) factorio will try to disable "quality"
- Mon Oct 21, 2024 11:21 am
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 119
- Views: 44713
Re: Factorio: Space Age is here!
Is there an inplace update (after buying space age) or do we need to download the full 4 GB?
- Fri Oct 04, 2024 2:41 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 31978
Re: Friday Facts #431 - Gleba & Captivity
looks like we are back to organ harvesting of the native populations. XD
- Fri Apr 26, 2024 1:51 pm
- Forum: Pending
- Topic: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
- Replies: 30
- Views: 13124
Re: [raiguard][1.1.91][linux] "stopped responding" when saving bar was full. (non-blocking save)
Also: consider looking into your "dmesg" if you get these freezes and also look up your ram with "free -m" to see if your swap is full and/or your ram is free (free = there was something that is gone now; usually linux will keep all files you open in ram until it needs ram, then ...
- Fri Apr 26, 2024 1:33 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28339
Re: Friday Facts #408 - Statistics improvements, Linux adventures
yay for more linux! <3
Thanks for looking into my fork-save report.
Thanks for looking into my fork-save report.
- Fri Apr 12, 2024 8:53 pm
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 9
- Views: 1784
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
Actually, maybe the Linux guys will correct me, but there doesn’t seem to be any official way to detect your process has been killed due to OOM. So this whole thing would go into “not a bug”. Maybe: https://stackoverflow.com/questions/7180970/return-code-when-oom-killer-kills-a-process What could s...
- Sat Apr 06, 2024 8:23 pm
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 9
- Views: 1784
Re: [1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
If I read that correctly, I was at 28GB with the main process, out of 32 gb my laptop has... Anyway: I now loaded factorio from the previous sucessful autosave, which is not that far off the one that exploded ... it only needs 9 GB ram ... are there maybe some memleaks? ^^ I let it run and do exactl...
- Sat Apr 06, 2024 1:22 am
- Forum: Assigned
- Topic: [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
- Replies: 9
- Views: 1784
[raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed
I use the fork-saving (cant remember how you named it in game). I explored in editor mode and run a few commands to further afk explore, as mapgen takes a while, which made the map quite big and was generating during the fork-saving, since fork uses copy on write memory allocation i guess it went bo...
- Fri Jan 19, 2024 8:10 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 31979
Re: Friday Facts #394 - Assembler flipping and circuit control
Since you started renaming things ... Can we please get the one most annoying thing in the whole factorio (modding api) renamed? Namely: force to something like faction For example placing an entity and reading the api docs and thinking "oh there is force" and intuitively means for me to ...
- Fri Jan 12, 2024 2:52 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 66406
- Sun Jan 07, 2024 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 40
- Views: 10540
Re: "Read Chest contents" - Indicate if empty
First, I think you should redesign to avoid asymmetric drain. Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in. Show me where you would put that one decider per chest in my first scree...
- Sun Jan 07, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 40
- Views: 10540
- Sun Jan 07, 2024 12:24 am
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 40
- Views: 10540
"Read Chest contents" - Indicate if empty
Following setup: I have a train-to-train smelter (and basically everything else). I disable a station if I dont have enought products to fill up a train at max speed*. In the same way, I want to make ingredient deliveries: Enable the station, if I can unload at least a whole train at max speed*. * m...
- Fri Oct 20, 2023 11:38 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 59742
Re: Friday Facts #381 - Space Platforms
Definitely add stats of "space pollution caused" (=items thrown overboard) maybe per item, like produced, used.
- Fri Feb 05, 2021 2:24 am
- Forum: Ideas and Suggestions
- Topic: Slight reduction of rocket launch animation time
- Replies: 29
- Views: 12289
[1.1.x] Length of rocket launch sequence
Not really a bug as nothing is really broken, BUT it still doesnt feel right. You cannot launch 1 rocket per minute from one rocket pad by a tiny margin. With 2 pods one gets to produce around 195 rocket parts per minute, which is just sooo tiny far away from real 2 rockets per minute. Would it be p...
- Wed Dec 16, 2020 11:19 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 33794
Re: Version 1.1.6
You've calculated the productivity on the reprocessing as 25%, not 20%. With maximum productivity everywhere, 19 U238 + 1 U235 gives 10 x 1.4 = 14 fuel cells, which reprocess to 14/5 x 3 x 1.2 = 10.08 U238 for a net consumption of 8.92 U238. The U235 can be kovarexed from 3/1.2 = 2.5 U238, so we en...
- Wed Dec 16, 2020 9:51 am
- Forum: Technical Help
- Topic: Explanation of detailed save-info-stats?
- Replies: 0
- Views: 767
Explanation of detailed save-info-stats?
Out of personal interest: would anyone share any details what the detailed saveing stats mean? Also: can we get per-force and per-surface stats? For example, what is *.targetable or surface.hidden-tiles? I added a few comments to things I consider obvious. Info AsyncScenarioSaver.cpp:149: Saving pro...